Rise of Aester
“The Captain’s Table” Demonstration Rules
All roleplaying games are designed to present challenges to players which they attempt to overcome. This requires some sort of conflict resolution system.
Our system is built for simplicity and quick resolution. It is designed to be quickly learned, quickly executed and to give enough structure to allow for the resolution of required contests. The key to this system is that it is intended to get out of the way of role play; and therefore is extremely simple.
The Triptych
All skills have only 3 levels.
GREAT, GOOD and FAIR
There are only two possible outcomes of any contest between skills*.
SUCCESS or FAILURE
*For purposes of clarity, “No Skill” is included in the following sections.
Any contest between skills separated by two or more levels is always a SUCCESS for the higher-skilled player. Examples:
· Any contest between a GREAT skill and a FAIR skill or No Skill will always end with a SUCCESS for the GREAT skill.
· Any contest between a GOOD skill and No Skill will always end with a SUCCESS for the GOOD skill.
Any contest between skills separated by less than two levels will trigger RANDOMIZATION. The result of the RANDOMIZATION will determine SUCCESS or FAILURE. Examples include:
· Any contest between a GREAT skill and a GOOD skill.
· Any contest between a GOOD skill and a FAIR skill
· Any contest between a FAIR skill and No Skill.
· Any contest between the same level of skill, GREAT against GREAT, GOOD against GOOD, FAIR against FAIR or No Skill against No Skill.
SUCCESS definition:
A contest, with either the environment or another player, is successful to the degree that it can be dealt with as a single action. For example, a strike with a sword is a single action, a simple repair can be a single action, and an attempt to influence someone can also be a single action. A SUCCESS is relative to the intent of the players. A SUCCESS in attack by one player is a FAILURE for the other. Only one player will have SUCCESS in a contest.
FAILURE definition:
The chosen attempt fails to the degree that the single action attempted is unsuccessful. Only one player will have FAILURE in a contest. FAILURE is once again relative to the intent of the players. A FAILURE in attack by one player is a SUCCESS for the other.
(EXAMPLES: a strike with a sword misses or is parried, the repair attempt fails to succeed and it must be attempted again, attempting to influence another individual is not successful and may, or may not, be able to be attempted again depending on the situation).
RANDOMIZATION:
There are only two possible outcomes of RANDOMIZATION.
SUCCESS or FAILURE
Determination of SUCCESS or FAILURE
When RANDOMIZATION is triggered, the result will be determined by one of two modes, UNEQUAL or EQUAL, depending on the relative skill levels of the players. The resolution of these randomization modes will determine player’s SUCCESS or FAILURE.
In both modes, RANDOMIZATION is begun by the initiating player calling their intended action (e.g. “strike”, “shoot”, “repair”),and the skill they are using (e.g. “Sabre”, “Guns”, “Electrical”). A specific example would be “Strike, Club”. Then, at an agreed signal, both players simultaneously display a number of fingers from one hand, including NONE. NONE is denoted by presenting the thumb alone to represent no fingers. Any other single finger will represent ONE. Any other combination of fingers and thumb represent the appropriate number TWO through FIVE. Presenting the thumb alone will always and only be used to represent NO fingers.
Play Note: It is preferable that the RANDOMIZATION be performed in a manner which minimizes interference or interruption of roleplay. Where possible, use non-verbal signals or wrap your action into dialog. We also STRONGLY encourage players to determine outcomes ON roleplay, rather than randomizing actions. It just simply makes for better flow and more fun.
When the fingers are presented, they are evaluated to determine if the total fingers displayed by both players is odd or even in number. For UNEQUAL RANDOMIZATION, they are also evaluated to determine whether both players are displaying the same number of fingers (a TIE).
RESOLUTION:
UNEQUAL randomization occurs when the players involved in a contest have different skill levels. The player with the higher skill level is said to be at an ADVANTAGE. (Do recall that any time the players are separated by two or more skill levels, the higher skilled player wins automatically). When the mode is UNEQUAL, the total number of fingers is counted. Any ODD result, or, when the players hold up the same number of fingers (a TIE; See TIEs below) is a SUCCESS for the player who has the ADVANTAGE. Any other result is a FAILURE for the player who has the ADVANTAGE.
EQUAL randomization occurs when both players involved in a contest are of the same skill level. When the mode is EQUAL, the total number of fingers is counted. If the result is ODD, it is a SUCCESS for the INITIATING player. Any other result is a FAILURE for the INITIATING player.
TIES:
A TIE occurs when both players present the same number of fingers. A TIE also occurs when both players hold up no fingers (a thumb, indicating NONE). A TIE is only relevant when player skills are UNEQUAL and one player has an ADVANTAGE.
In this situation, a TIE will be a SUCCESS for the character with the higher skill. Therefore a TIE between GREAT vs. GOOD, GOOD vs. FAIR or FAIR vs. No Skill, is a SUCCESS for the higher skill.
Order of Play:
1) Announce intent. Use the general formula described previously, stating your intended action and skill you are using. Examples: “Attack, saber”, “Hide, stealth”, “Repair, mechanical”.
**** Once declared, an action MUST be resolved.
2) The defending player states the skill they are using in response. The skill chosen must be one which would appear relevant to a third party.
Defensive use of a completely nonsensical skill is an automatic SUCCESS for the initiating player.
For example, “Dodge” would be an appropriate response to a gun attack, whereas “Bedside Manner” would only get you shot. Similarly, the skill used should be appropriate to the conditions. Using a “Block” skill and a cane against a saber would work. Using the latest edition of the Brisbane Guardian would not. (Well, maybe the *Sunday* edition…). Players are encouraged to be creative *but* should apply their best judgment.
3) Players identify skill levels.
4) Both players simultaneously present a hand, displaying a count of fingers.
5) Compare skill levels and determine success or failure of the action, based on the appropriate mode.
6) Roleplay the outcome.
Skills:
This is a skill based system; each character will have twelve skills which will be ranked GREAT, GOOD or FAIR.
For example, the character of a doctor may have skills that look like this:
Name: Doctor
Skills:
Medicine – GREAT
Surgery – GREAT
Compassion – Bedside Manner – GOOD
French – GOOD
Oratory – GOOD
Science: Biology – GOOD
Gambling – FAIR
Shooting: Pistol – FAIR
Knowledge: Latin – FAIR
Knowledge: Chemistry – FAIR
Knowledge: Entomology – FAIR
Writing – FAIR
Conflict and Wounds:
All Characters have 10 Wound Points. Once these are exhausted the Character is unconscious and unable to act.
There are only two classes of weapons; DEADLY and INCAPACITATING. All weapons of each category do the same amount of damage. The only difference between the two groups is in the amount of damage they do.
DEADLY weapons are:
Swords, guns, knives, axes, maces, grenades, etc.
All DEADLY weapons do 5 Wound Points.
INCAPACITATING weapons are:
Cudgels, table legs, bottles, clubs, fists, feet, knees, etc.
All INCAPACITATING weapons do 3 Wound Points.
Obviously it is easier to bring someone to zero Wound Points with a DEADLY weapon than an INCAPACITATING weapon. The idea is that a character has to be literally beaten down with an INCAPACITATING weapon vs. being cut down by a blade or gun.
To signal each other in game play without disrupting the immersive environment, Players should establish relative skill level prior to action. During action, they should display their “throw” while describing the action or mimicking the movement (without causing harm to each other—no real punches or sword blows, please). Display of hands should of course be simultaneous.
ONE SHOT KILL: There is no “Instant Death” in this game, UNLESS precipitated by a game NAVIGATOR. For a player or NPC to be killed requires first that they be incapacitated, and then clear intent to kill be stated as a following action. That you state intent and *then* take the action is to insure that other players have the opportunity to act or not in response, as roleplay determines.
AT THE NAVIGATORS DISCRETION: If two Characters have equal Skills (or one higher ranked character and an appropriate number of lower skilled characters), they are evenly matched and, unless they are aided by another Character or another situational modifier comes up, they are unable to harm each other but remain unharmed themselves. (See “Flynn, Errol” and his many evenly matched battles on film.)
Based on the “Triptych Skill Based Rules System”
Marshal Hunter, Ray Rodriguez, Desz Kern, J. Kovach, Jeff Allen